R3QQ

I haven't done any further research other than testing. It works great in my mod FFFR. I'm only using the first occurrence of each nodetype.

Do you have any example of you making use out of this in your mod?

For example FFFR uses this when the player drives into water or presses the unstuck key. Basically the closest node to the player on land is searched for and the vehicle placed there. If the player already is on

the node or close by, a new calculation is automatically made but this time don’t use the players position but instead an addition to it so that a node further away is found. This is important to avoid loops.

When close to the sea or a lake and pressing the new vehicle/change vehicle key, the player will be teleported out into the water and given a boat. Basically the closest waternode and landnode are compared. When in a boat in water the calculation changes so that you can get back to a vehicle on land or spawn one and teleport to it when pressing the new vehicle/change vehicle key.

Nacorpio

I haven't done any further research other than testing. It works great in my mod FFFR. I'm only using the first occurrence of each nodetype.

Do you have any example of you making use out of this in your mod?

For example FFFR uses this when the player drives into water or presses the unstuck key. Basically the closest node to the player on land is searched for and the vehicle placed there. If the player already is on

the node or close by, a new calculation is automatically made but this time don’t use the players position but instead an addition to it so that a node further away is found. This is important to avoid loops.

When close to the sea or a lake and pressing the new vehicle/change vehicle key, the player will be teleported out into the water and given a boat. Basically the closest waternode and landnode are compared. When in a boat in water the calculation changes so that you can get back to a vehicle on land or spawn one and teleport to it when pressing the new vehicle/change vehicle key.